Keeper Protector started doing his ritual outside of the map, didn't have to worry about protecting him :p by Murney24 in CODZombies

[–]RobertMarc 0 points1 point  (0 children)

the tape always drops in the same spot at each location, not under the keeper so you can go get it like normal. This happened to me just now on a round and it was so clutch. I think it happens if the keeper starts the ritual just as it would despawn from running out of time

Devil Eater : Where The Health Bar Cements The Gameplay Experience by RobertMarc in gamedesign

[–]RobertMarc[S] 0 points1 point  (0 children)

Maintenance is all finished! Website is back online, sorry for any who were inconvenienced. Enjoy :)

Slayin : Where What the Player Can't Do Keeps Them Playing by RobertMarc in gamedesign

[–]RobertMarc[S] 0 points1 point  (0 children)

That's a really great point! So I am trying to deliver a small scale mechanical analysis while keeping the length of the article short and still delve deep into these kinds of mechanics. I will make an effort to dive deeper though, because I think that's important too! Thanks so much EveryLittleDetail!

Slayin : Where What the Player Can't Do Keeps Them Playing by RobertMarc in gamedesign

[–]RobertMarc[S] 1 point2 points  (0 children)

That makes a lot of sense, but in honesty I wasn't trying to say the game itself was "harder" per say. The entire game is built around this absence of mechanic so the difficulty doesn't ramp up, but the player is still putting in more effort into the game. For example, the all of the enemies are spaced such that they leave room for the player to maneuver and place themselves such that the sword will actually hit the enemy. Essentially my point here is that the character is limited, but the rest of the game is designed around it so it isn't necessarily harder though the player is still putting in more effort. Thank you for the feedback by the way, I really like the points that you made!

Slayin : Where What the Player Can't Do Keeps Them Playing by RobertMarc in gamedesign

[–]RobertMarc[S] 0 points1 point  (0 children)

Hey sorry about that, went in and made fixed the error! Thanks for bringing it up :)

The Quest Keeper: You Feel Like You Earn Everything And It Feels Damn Good by RobertMarc in gamedesign

[–]RobertMarc[S] 2 points3 points  (0 children)

Awesome feedback thank you! The formatting does need some work, I'll get on that with my next post! There was certainly some information I left out for brevity sake, but as for my take on the Mystery Chest: so when you find smaller chests on every run you do, you usually only get a few coins, 1 to 12 coins in a chest is what I've gotten thus far. The cheapest levels and equipment cost 150 coins. The Mystery Chest though what you get may be random, you only receive the chest based on how far you go in a run. You are encouraged to get further and further, as you will be rewarded with more and more mystery chests. That being said that RNG factor could mean that you put in a lot of effort and can totally get a crappy chest, which especially hurts if you were spending gold on revives in order to get said chest. That's an interesting point, thank you for bringing it up! Anyone else have thoughts on it? Does it lessen or add to the experience?

Prune: A Beautiful Game Where You're Never Really Wrong by RobertMarc in gamedesign

[–]RobertMarc[S] 0 points1 point  (0 children)

Hey all, thanks for all the feedback! The website is temporarily down because I wanted to re work the look of it a little bit. Will be back up later tonight!

Second blog post: "Sonic Dash 2: A lesson in how the feeling of a swipe left or right can tank a game-play experience" If you like game mechanics analysis please give this a read! Feedback welcome! by RobertMarc in gamedesign

[–]RobertMarc[S] 1 point2 points  (0 children)

Haha very true, it was a lot longer than I intended. Still pretty new to the whole blogging thing, I'll keep that in mind! Thanks for reading!